Dawezys FFIV Network

Magic Listing.

Another jazzy bit to put into any FFIV shrine... the full magic list, for all versions.. with the proper names compared to the rip-off FFII names.. heh, at the very bottom of this page, after the normal magic listings I will put in additional information, so if you cant find the thing you want to know, it should be down the bottom! :)

Im still thinking of exactly how to lay this out, so bare with me! I will make it semi-familiar to the armour and weapon pages, or not.. but this is going to be a straight-forward, yet very detailed guide to all the magic in FFIV, so site back and scroll down the page!



White Magic

Cure
- Restores a small amount of HP, aswell as dealing damage to Undead.
MP Cost: 3
Target: Single/All Allies, Single/All Monsters

Cure 2
- Restores a moderate amount of HP, aswell as dealing damage to Undead.
MP Cost: 9
Target: Single/All Allies, Single/All Monsters

Cure 3
- Restores a large amount of HP, aswell as dealing damage to Undead.
MP Cost: 18
Target: Single/All Allies, Single/All Monsters

Cure 4
- Restores a massive amount of HP, aswell as dealing damage to Undead.
MP Cost: 40
Target: Single/All Allies, Single/All Monsters

Life
- Revives an ally from KO, with roughly 10% of Maximum HP (give or take).
MP Cost: 8
Target: Single Ally

Life 2
- Revives an ally from KO, with full HP.
MP Cost: 52
Target: Single Ally

Esuna
- Removes all negative status ailments from one party member. Poison, Mini, Piggy, Bio, Silence, Darkness, Petrify, etc.
MP Cost: 20
Target: Single Ally, Single Monster

Dispel / Dspel
- Destroys positive status' from monster. Haste, Protect, Shell, Blink, etc.
MP Cost: 12
Target: Single Enemy, Single Ally (why target your own people though? lol)

Reflect / Wall
- Deflects all magic targeted at the character, White or Black, Summons can bypass this defensive spell though. Can also reflect monster Abilities aside from their Spells. You can also Reflect your own spells off your party members to break through the enemies Wall if they so have it cast.
MP Cost: 30
Target: Single Ally, Single Enemy

Libra / Scan
- Displays the target's HP/MP aswell as Weakness If any. Will not work against stronger monsters later on it the game, along with any/all boss'.
MP Cost: 1
Target: Single Ally, Single Enemy (cannot be used on Bosses)

Blink
- Grants the target with 2 Images of themselves, affectively evading 2 direct attacks from any monster/ally. Magic can bypass this defensive measure.
MP Cost: 8
Target: Single Ally

Levitate / Float
- Makes the target Hover above the ground, making them effective immune to Quake/GaiaRage and floor square that damage you (eg: Slyvan Caves)
MP Cost: 8
Target: Single/All Allies, Single/All Enemies

Protect / Armor
- Increases the Def stat by a certain amount of points, can be stacked to make it even higher. I've found that it really doesn't make too much difference overall.
MP Cost: 9
Target: Single Ally, Single Enemy

Shell
- Same as Armor except it works on your M.Def stat, Again im not sure if its makes too much difference but I haven't personally used it too often.
MP Cost: 10
Target: Single Ally, Single Enemy

Minimum / Mini
- Transforms the Target into a midget, effectively making their attack power 1 and their defense 1. Makes them vulnerable to any attacks, they can still cast Magic in this form as their Mag and M.Def are un-affected.
MP Cost: 6
Target: Single Ally, Single Enemy

Berserk / Bersk
- Makes the target lose control of their action, but raises their attack power dramatically and attack random enemies on the field. This can be very handy in some Boss battles so keep it in mind.
MP Cost: 18
Target: Single Ally, Single Enemy

Confuse / Charm
- Screws with the target's mind and makes them attack any target on the battlefield. Enemy or Ally, and have a higher rate of using special abilities.
MP Cost: 10
Target: Single Ally, Single Enemy

Silence / Mute
- Makes it impossible to cast any kind of Magic and/or Magical abilities.
MP Cost: 6
Target: All Allies, All Enemies

Slow
- Decreases the Agi. stat, thus making your turn time longer.
MP Cost: 14
Target: All Allies, All Enemies

Haste
- Increases the Agi. stat, giving you faster turn times.
MP Cost: 25
Target: Single Ally, Single Enemy

Hold
- Prevents the target from taking any actions for a random period of time.
MP Cost: 5
Target: Single Ally, Single Enemy

Sight
- Zooms out on the World Map allowing you to see the surrounding regions.
MP Cost: 2

Teleport / Exit
- Takes the entire party out of battles/dungeons and returns them to the World Map.
MP Cost: 10
Target: Entire party

Holy / White
- A Holy based attack, basically. Extreme damage to Undead and just about everything else in the game.
MP Cost: 46
Target: Single Ally, Single Enemy

 

Black Magic

Fire
- Minor Fire Elemental damage, most effective against Undead aswell as x2 damage to Ice Elemental monsters.
MP Cost: 5
Target: Single/All Allies, Single/All Enemies

Fire 2
- Moderate Fire Elemental damage, gives the Undead a raping and x2 damage to Ice Elemental monsters.
MP Cost: 15
Target: Single/All Allies, Single/All Enemies

Fire 3
- Very high Fire Elemental damage, absolutely destroys Undead and deals good damage to anything in the game. x2 damage to Ice Elemental monsters -> In most cases it does 9999 to Ice Elementals.
MP Cost: 30
Target: Single/All Allies, Single/All Enemies

Ice
- Minor Ice Elemental damage, x2 damage to Fire Elemental monsters.
MP Cost: 5
Target: Single/All Allies, Single/All Enemies

Ice 2
- Moderate Ice Elemental damage, x2 damage to Fire Elemental monsters.
MP Cost: 15
Target: Single/All Allies, Single/All Enemies

Ice 3
- Very High Ice Elemental damage, x2 damage to Fire Elemental monsters.
MP Cost: 30
Target: Single/All Allies, Single/All Enemies

Bolt
- Minor Lightning Elemental damage, x2 damage to Mechanical monsters and those Weak vs Lightning (Odin, for example).
MP Cost: 5
Target: Single/All Allies, Single/All Enemies

Bolt 2
- Moderate Lightning Elemental damage, x2 damage to Mechanical monsters and those Weak vs Lightning.
MP Cost: 15
Target: Single/All Allies, Single/All Enemies

Bolt 3
- Very High Lightning Elemental damage, x2 damage to Mechanical monsters and those Weak vs Lightning.
MP Cost: 30
Target: Single/All Allies, Single/All Enemies

Poison
- Makes the target lose HP in regular intervals, damage based on 8% of MaxHP.
MP Cost: 2
Target: Single/All Allies, Single/All Enemies

Bio
- Hits target for 1000-2000 (roughly) damage additionally granting rapid HP loss over a short period of time. Eventually fades off.
MP Cost: 20
Target: Single/All Allies, Single/All Enemies

Quake
- Heavy attack against all ground-based enemies. Has no elemental values so Its effective vs. everything, technically. Floating Monsters are immune to this spell, obviously.
MP Cost: 30
Target: All Enemies

Break
- Turns the target into Stone, KO basically. Low success rate so only use it when you really have the itch to.
MP Cost: 15
Target: Single/All Allies, Single/All Enemies

Tornado
- Smashes the targets HP into single digits.. example, if you're HP was around 4300? It'd now be at around 1HP. As the above mentioned spell its success isn't very regular but it never hurts to try neh?
MP Cost: 20
Target: Single Ally, Single Enemy

Sleep
- Disables the target(s) from acting for a duration of time in battle. If they are hit by any party member, physically, they will wake up and resume as per normal. Magical attacks dont wake characters up during this spells time.
MP Cost: 12
Target: Single/All Allies, Single/All Enemies

Stop
- Stops the target indefinitely from any action, better success rate then Sleep and you can still attack the target whilst it remains in its Stop status. Effect lasts for around... 15-20 character turns? depends on what kind of monster you Stop too.
MP Cost: 15
Target: Single Ally, Single Enemy

Piggy
- Transforms the target(s) into Pigs, lowers Attack/Defense power somewhat, Magic seems to work fine otherwise. Can be cast again to transform the target to its previous state.
MP Cost: 1
Target: Single/All Allies, Single/All Enemies

Toad
- As above, just to Toads. Attack/Defense power is thrown down to 1 and you are limited to one spell, Toad, to transform you (or others) to the previous state.
MP Cost: 7
Target: Single/All Allies, Single/All Enemies

Dejon / Warp
- Warps you back to the previous entry you walked through, use this if you're the impatient type. Doesn't work in every single section of the game though.
MP Cost: 4
Target: Entire Party

Drain
- Takes some of the enemies HP and restores your own in return. This spell is most effective vs. Blobs and Imps.
MP Cost: 18
Target: Single Ally, Single Enemy

Osmose / Psych
- As above, but it attacks the MP of the target and restores your own. Will only drain 1 MP if the target has no MP to take.
MP Cost: 0
Target: Single Ally, Single Enemy

Death
- KO on the chosen target, simple as that. Isn't too successful but its damn handy when it connects.
MP Cost: 35
Target: Single Ally, Single Enemy

Flare
- Concentrated explosion, deals out massive damage to the target. This spell is generally considered non-elemental but the damage tends to sway from target to target.
MP Cost: 50
Target: Single Ally, Single Enemy

Meteo
- Clears the battlefield, smacks every monster on the screen in the ups of 9000 damage without fail. Will be slightly lower on some bosses but those aside its the single most powerful spell/ability in the game.
MP Cost: 99
Target: All Enemies (It'd fuck you up if you could cast it on your party, lmao)

 

Summons

Goblin
-Goblin Punch (non-element, weak)
MP Cost: 1
Single - Ally

Cockatrice
-Stone Break (instant death)
MP Cost: 15
Single - Enemy

Flayer
-Mind Blast (non-elemental attack, average)
MP Cost: 18
Single - Enemy

Bomb
-Self-Destruct (damage equal to the casters HP)
MP Cost: 10
Single - Enemy

Asura
-Asura (randomly casts either A; Cure 3 B; Life 1 C; Protect)
MP Cost: 50
All - Allies

Sylph
-Winds Whisper (enemies HP is absorbed and given to party)
MP Cost: 25
All - Enemies

Chocobo
-Chocobo Kick (non-elemental, weak)
MP Cost: 7
Single - Enemy

Mist
-Mist Breath (non-elemental, weak-average)
MP Cost: 20
All - Enemies

Titan
Anger of the Land (earth-based, average-strong)
MP Cost: 40
All - Enemies

Shiva
-Snowstorm (ice-based, average)
MP Cost: 30
All - Enemies

Ramuh
Judgement Bolt (lightning-based, average)
MP Cost: 30
All - Enemies

Ifrit
Hellfire (fire-base, average)
MP Cost: 30
All - Enemies

Leviathan
-Tsunami (water-based, strong)
MP Cost: 50
All - Enemies

Odin
-Zantetsuken / Odin (instant death)
MP Cost: 45
All - Enemies

Bahamut
-Mega Flare / MegaFire (non-elemental, strong-extreme)
MP Cost: 60
All - Enemies

 

Ninja

Katon / Flame
- Hits all monsters for some Fire damage, is reasonable but could be much better damage. Deals x2 damage to Undead, those monsters classified as Weak vs. Fire and Ice Elemental based monsters.
MP Cost: 15
Target: All Enemies

Suiton / Flood
- As above but Ice damage, is reasonable but could be much better damage. Deals x2 damage to Weak vs. Ice and Fire Elemental based monsters.
MP Cost: 20
Target: All Enemies

Raijin / Blitz
- Also relating to above but Lightning Elemental damage, does good damage all around in comparison to the former two spells. Has the random effect of Charm on (some) Mechanical monsters, deals x2 damage on Weak vs. Bolt and Ice Elemental based monsters.
MP Cost: 25
Target: All Enemies

Needles / Pin
- Induces blind status on target
MP Cost: 5
Target: Single Ally, Single Enemy

Image
- Creates multiple images of the caster, making it difficult to hit
MP Cost: 6
Target: Edge

Smoke
- causes smoke screen, allowing for easy escape from battle
MP Cost: 10
Target: Entire Party

 

Twin

Comet
-Hundreds of Stars come pouring in on opponents doing critical damage. This attack hits all opponents and it cannot be reflected. Each single hit is stronger than that of Flare and also there is a 1-in-4 chance of this being cast. (non-elemental, average)
MP Cost: 20
All - enemies

Flare
- burst of Nuclear Energy is exploded towards an opponent doing excellent damage. This attack can be reflected however and the single hit is less than a single hit of Comet. (non-elemental, average)
MP Cost: 10
All - enemies

A note about TWIN magic, both Palom and Porom have to be alive to cast this, it also consumes both of their turns.

Different Magic Names

Now, you may have already noticed, that the whole magic list in Final Fantasy IV was fucked around with, in every version.. a good example of this... FINAL FANTASY II US damn Squaresoft fucked it right up.. they got rid of some good spells! I have sweet fuck all idea why, all related to their damn censorship laws I bet.. ok, heres a list of the different names for the different versions..

There will be three spell column names. The first is for the latest J2E Patch (the '2000 Edition'), the second for their original patch (which is over two years old I might say, so if you're still using it, you might want to update, hehe), and the third and final spell column name is for the FF2 US SNES cart.

+Black Magic+

FFIV-A name
FFIV-B name
FFII name

FFA name

Ice
Bolt
Sleep
Poison
Dejon
Toad
Stop
Fire
Piggy
Fire 2
Ice 2
Bolt 2
Bio
Osmose
Drain
Ice 3
Fire 3
Bolt 3
Quake
Break
Tornado
Death
Flare
Meteo
Blizrd
Thund
Sleep
Pois
Dejon
Toad
Stop
Fire
Piggy
Fire 2
Blizd 2
Thund 2
Bio
Aspir
Drain
Blizd 3
Fire 3
Thund 3
Quake
Break
Tornd
Death
Flare
Meteo
Ice 1
Lit 1
Sleep
Venom
Warp
Toad
Stop
Fire 1
Piggy
Fire 2
Ice 2
Lit 2
Virus
Psych
Drain
Ice 3
Fire 3
Lit 3
Quake
Stone
Weak
Fatal
Nuke
Meteo
Ice1
Bolt1
Sleep
Venom
Warp
Toad
Stop
Fire1
Piggy
Fire2
Ice2
Bolt2
Bio
Psych
Drain
Ice3
Fire3
Bolt3
Quake
Stone
Wind
Death
Flare
Meteo

 

+Summons+

FFIV-A name
FFIV-B name
FFII name
Goblin
Cocktric
Flayer
Bomb
*Ashura
Sylph
Chocobo
Mist
Titan
Shiva
Ramuh
Ifrit
*Leviathan
*Odin
*Bahamut
Goblin
Cockt
Mind
Bomb
Asura
Sylph
Chocb
Dragn
Titan
Shiva
Ramuh
Ifrit
Levia
Odin
Baham
Imp
Cockt
Mind
Bomb
Asura
Sylph
Chocb
Mist
Titan
Shiva
Indra
Jinn
Levia
Odin
Baham

*You must defeat the phantom beat before Rydia can summon it in battle

+White Magic+

FFIV-A name
FFIV-B name
FFII name

FFA name

Cure
Hold
Libra
Slow
Sight
Life
Protect
Cure 2
Silence
Esuna
Berserk
Teleport
Blink
Confuse
Shell
Cure 3
Minimum
Dispel
Haste
Levitate
Reflect
Cure 4
Life 2
Holy
Keal
Hold
Rabur
Slow
Sight
Raise
Protc
Keal 2
Silnce
Esuna
Bersk
Telep
Blink
Conf
Shell
Keal 3
Mini
Displ
Haste
Levita
Rflct
Keal 4
Arise
Holy
Cure 1
Hold
Peep
Slow
Sight
Life 1
MIA
Cure 2
Mute
Heal
Bersk
Exit
Blink
Charm
MIA
Cure 3
Size
MIA
Fast
Float
Wall
Cure 4
Life 2
White
Cure1
Hold
Scan
Slow
Sight
Life1
Armor
Cure2
Mute
Esuna
Bersk
Exit
Blink
Charm
Shell
Cure3
Mini
Dspel
Haste
Float
Wall
Cure4
Life2
Holy

*spells listed with an M.I.A. under the FFII Name column stands for Missing In Action....they do not appear in FFII, no thanks to Squaresoft, the whores.. lol

+Ninja Magic+

FFIV-A name
FFIV-B name
FFII name

FFA name

Katon
Suiton
Raijin
Needles
Smoke
Image
Katon
Siton
Rajin
Kagsh
Kemur
Bushn
Flame
Flood
Blitz
Pin
Smoke
Image
Flame
Flood
Blitz
Pin
Smoke
Image

When who gets what?

Now this is a list, for when which characters and at what level he/she would get that certain spell..

Cecil

White Magic

Spell name
Level/Location acquired
Cure
Sight
Libra
Cure 2
Teleport
Esuna
Start
Lv. 3
Lv. 8
Lv. 15
Lv. 19
Lv. 25

Rosa

White Magic

Spell name
Level/Location acquired
Cure
Hold
Libra
Slow
Sight
Life
Protect
Cure 2
Silence
Esuna
Berserk
Teleport
Blink
Confuse
Shell
Cure 3
Minimum
Dispel
Haste
Levitate
Reflect
Cure 4
Life 2
Holy
Start
Start
Start
Start
Start
Lv 11
Lv 12
Lv 13
Lv 15
Lv 18
Lv 20
Tower of Zot
Lv 23
Lv 24
Lv 29
Lv 30
Lv 30
Lv 31
Lv 33
Lv 35
Lv 36
Lv 38
Lv 45
Lv 55

Rydia

Black Magic

Spell name
Level/Location acquired
Ice
Bolt
Sleep
Poison
Dejon
Toad
Stop
Fire
Piggy
Fire 2
Ice 2
Bolt 2
Bio
Osmose
Drain
Ice 3
Fire 3
Bolt 3
Quake
Break
Tornado
Death
Flare
Meteo
Lv 2
Lv 5
Lv 8
Lv 10
Lv 12
Lv 13
Lv 15
Mt. Hobs
Lv 20
Rydia - Adult
Rydia - Adult
Rydia - Adult
Lv 26
Lv 32
Lv 36
Lv 39
Lv 42
Lv 45
Lv 47
Lv 49
Lv 51
Lv 52
Lv 55
Lv 60

Rydia

White Magic

Spell name
Level/Location acquired
Cure
Sight
Hold
Lv 3
Lv 4
Lv 7

Tellah

White Magic

Spell name
Level/Location acquired
Cure 2
Confuse
Blink
Esuna
Teleport
Raise
Hold
Silence
Protect
Shell
Slow
Haste
Berserk
Reflect
Dispel
Scan
Cure 1
Cure 3
Cure 4
Arise
Mini
Sight
Levitate
Start
Start
Start
Start
Start
Start
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals

Tellah

Black Magic

Spell name
Level/Location acquired
Fire
Ice
Bolt
Stop
Aspir
Toad
Piggy
Dejon
Poison
Fire 2
Fire 3
Ice 2
Ice 3
Bolt 2
Bolt 3
Bio
Tornd
Sleep
Break
Drain
Meteo
Start
Start
Start
Start
Start
Start
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals
Mt.Ordeals

Edge

Ninja Magic

Spell name
Level/Location acquired
Katon
Suiton
Raijin
Needles
Smoke
Image
Start
Tower of Babil
Tower of Babil
Lv. 27
Lv. 33
Lv. 38

Palom and Porom

Twin Magic

Spell name
Level/Location acquired
Flare
Comet
Start
Start

Palom

Black Magic

Spell name
Level/Location acquired
Ice
Fire
Bolt
Sleep
Poison
Ice 2
Piggy
Fire 2
Bolt 2
Stop
Bio
Toad
Quake
Drain
Dejon
Ice 3
Fire 3
Bolt 3
Break
Aspir
Death
Tornd
Meteo
Flare
Start
Start
Start
Start
Start
11
11
12
13
14
19
22
23
26
29
32
33
34
36
40
46
48
50
52

Porom

White Magic

Spell name
Level/Location acquired
Keal
Hold
Scan
Slow
Sight
Raise
Protect
Cure 2
Silence
Berserk
Teleport
Esuna
Blink
Confuse
Shell
Minimum
Dispel
Cure 3
Haste
Levitate
Reflect
Cure 4
Holy
Life 2
Start
Start
Start
Start
Start
11
12
13
15
18
19
20
23
25
29
31
31
33
38
40
44
48
52
56

 

A note on Edwards stuff, the songs he can sing do have the effects of various Black/White magic's with them.. so I might aswell note them down whilst I at it. He has them all by default so I don't need to list a level.

Edward

Songs

Song Name
Effect
Lure Song
Lullaby
Song of Silence
Causes Confusion
Causes Sleep
Causes Mute